Showing posts with label pricing. Show all posts
Showing posts with label pricing. Show all posts

Saturday, April 12, 2025

Disney Lorcana Pricing

 

I am seeing sealed booster boxes of Disney Lorcana’s Into the Inklands selling for as low as $30 at some bargain outlets. From what I have heard, Ravensburger heard complaints about the scarcity of First Chapter and Rise of the Floodborn booster boxes and decided to give players (and stores) what they had asked for, a print run of Into the Inklands sufficiently large enough that no orders would need allocations.  Stores apparently did not believe this and played the allocation game, putting in large ordered with the expectation allocations would occur and the store would receive some number close to the quantity wanted. Instead, stores got just what they ordered and either had to pay on receipt or, if they have good credit, on 30 day terms. Given the amount of Into the Inklands hitting the market, supply and demand says the industry will see drastic price cuts to move the product, below cost in many cases, merely to recover some of the money invested in the set.

Wednesday, May 4, 2022

Magic Pricing

 WotC has announced a price increase in Magic products, starting with the Dominaria set releasing this fall. Ergo, you can expect to see an increase in the prices of Magic products starting with October. the price has held steady for the better part of the past decade so, given recent inflation, a price increase is not out of line. Still I do long for the days of $2.45 packs of Magic back in the 1990s.

Tuesday, April 12, 2022

A Little Knowledge (about Comics) is a Dangerous Thing

 

One time, we had a customer bring in some comic books for us to look over. He was curious as to how much they were worth. Among the books was a copy of Infinity Gauntlet #1, signed by George Perez, with a certificate of authentication. After a few minutes of research among various comic prices sites, eBay and Amazon, we told him it was the most valuable book in the lot, but that the price was all over the place, with sellers pricing it anywhere from $25 to $160. His response “Oh, that’s  all?” The customer figured that 1) all of the interest in Avengers:  Infinity War would have driven up the price of the book and 2) he had heard such high prices paid for first issues of books that he had set an anchor point for the value of his book at a much higher point than the price people were currently willing to pay for it. In this case, a little knowledge was indeed a dangerous, or at least disappointing, thing.

Tuesday, August 3, 2021

Gloom Card Game

 Just got an email from Atlas Games, publisher of Gloom, that the company will be increasing the price as of the first of September. If you are wanting to get a copy of the core game or any of the supplments, now would be the time to buy them.

Tuesday, April 13, 2021

Cardboard Card Box Prices

 We have not raised our prices on cardboard storage boxes for several years but the latest shipment of card storage boxes has increased in price as has most cardboard and plastic. The price on the card storage boxes has increased by 50 cents on the single long box and by $1 on the shoebox and larger boxes.

Saturday, January 2, 2021

Comic Values

 We posted an article back by the comics indicating how much condition can affect comic, and by extension card, prices. In addition, media attention drives pricing as well. For example, a copy of Iron Man #1 in near mint condition, graded at 9.6 or 9.8, sold a decade ago for about $3000. Today, thanks to the success of the Marvel movies, the same book sells for around $18000. However, an average quality copy, graded at about a 5 or 6, sells for only about  $300.

Thursday, January 23, 2020

How To Make A Profit


“Buy Low, Sell High.”
There you go, that, in the proverbial nutshell, is how you make a profit in the game business, actually in any business.  Or, paraphrasing something a friend of mine, Marcus King (late of Titan Games and Entertainment, more recently with Troll and Toad) repeats from a mentor of his years ago: “You make your profit when you buy and your cash when you sell.”  The lower for which you can produce or buy a product, the more money you make when you eventually sell it.  Simple, right?
Not completely.  The above is indeed the basic of pricing but there are a number of different strategies and tactics a  business can take with its pricing, depending on what sort of image it wishes to project.
First, and most basic, is cost pricing.  You take the cost of the product you purchase or make (hopefully low, see above), increase it by an amount sufficient to generate enough money to cover the business overhead and provide a profit that you consider sufficient and sell it for that price.  Fairly straightforward, though not necessary simple, as this method does require you to know your overhead costs and how to break them down in order to assign them to items for sale.  This also highlights a recurring problem game stores have with a price for their products set by the manufacturer (manufacturer’s suggested retail price or MSRP).  Since customers are notoriously reluctant (with good reason) to pay more than the marked MSRP for items, having a price pre-set by the manufacturer constrains the amount of gross profit the store can earn from the item,  ergo the only way for a retailer to increase profits is to cut costs.  This is why game stores really dislike short discounted items from manufacturers, as a shorter discount on a product that much less money available to cover the costs associated with running the store.

Demand based pricing and competitive pricing are the two other major strategies a game store can choose to adopt when setting prices.  Demand based pricing derives from economic laws of supply and demand:  As supply decreases, price increases.  As demand increases, price increases.  A perfect example of this is collectable card games such as Magic and Yu Gi Oh.  Within any new release of either, there are always 1 or 2 cards highly desired by players.  The price for these cards quickly rises, due to demand, with the prices for the foil versions of the same cards priced even higher, this however, due to scarcity/lack of supply.  If players find these cards not as playable as hoped for or they cycle out of the preferred tournament environment, supply remains the same but demand drops, causing a reduction in the price a retailer will find customers willing to pay for cards, Magic’s Jace the Mind Sculptor card a perfect example.

When a store opts for competitive pricing, it is a good thing from the consumer’s point of view, not so much from the retailer’s as this means you reduce price in order to either grow market share or meet prices offered by competition on the same products.  Typically a retailer will cut prices in order to attract customers drawn to a lower price.  Magic packs are a classic example in game stores.  Hoping to attract more customers, mainly the price conscious kinds, a retailer cuts the price on Magic boosters to $3.50, 12.5%.  Other stores in the area have three choices:  ignore the price cut and either sacrifice those price conscious customers or determine some other way to retain them, meet the price cut and sacrifice some profits to keep customers, or exceed the price cut to keep those customers and attempt to draw in price conscious customers from the competing store.  If you choose option three, expect the other store(s) to cut their prices to meet or beat yours and, next thing you know, you have a full-fledged price war on your hands.  Great for the consumer, really bad for the store as that money you are giving up from profits is money that would otherwise go into running your store.  Price wars are usually won by the store with the deepest pockets as lesser capitalized give up, though really, no store ever wins a price war (though it is rather good for manufacturers as long as it lasts and as long as no store goes out of business).

So, returning back to the beginning, stores make profits by buying a product as cheaply as possible, selling it for what the market will bear and competing as much as possible on things other than price.  Do that and you have a really good chance of staying in business.


Sunday, January 19, 2020

Minimum Advertised Pricing (MAP)


When you get a group of game retailers together, sooner or later the topic of MAP (minimum advertised pricing) and its enforcement, or lack thereof, will come up. For those not familiar with the term, Minimum Advertised Pricing is the term for a policy put in place by many, but not all, manufacturers stating that, in exchange for the manufacturer allowing the retailer to be an official reseller of the product, with any benefits and access to product that may entail, the retailer agrees to not advertise a discount of more than a certain amount on those products specified by the manufacturer. For example, both Mayfair Games and Games Workshop have MAP policies in place. If a store wants to have access to their products, either directly from the company or through approved distributors, the store must agree to become an authorized reseller and abide by company policies, one of which is a MAP of 20% for both companies. What this means, and it is much more important online than at a brick and mortar store since online retailers compete much more heavily on price, is that an authorized reseller of Mayfair Games or Games Workshop products cannot advertise their products for more than a 20% discount, i.e. an approved store selling Games Workshop products could not advertise a $50 boxed set for less than $40 or risk losing the ability to order products directly from Games Workshop at a larger discount than they get if buying GW product from other sources.

This is why MAP is often a sore point with many retailers since they see online retailers, especially, selling ostensibly MAP protected products at a greater discount than the MAP allows, apparently with no repercussions.  Someone will spot an online retailer selling a  MAP protected boardgame for less than the MAP, violating the policy, report it to the manufacturer and, as far as they can tell, see nothing happen. That is why this article in the May issue of Internet Retailer caught my eye ( I read Internet Retailer regularly, you can too and it is free at www.internetretailer.com).
Why do manufacturers even care about for how much stores sell their products? Price is part of the brand image.  Consider Nike. Nike routinely launches new shoes a prices between $100 to $200. If you have stores regularly selling a $100 shoe for $50, it becomes hard to convince consumers the shoe is worth over $100. Similarly, if a publisher prices a boardgame at $80 but has online stores selling it for $60, the customer starts seeing it as worth only $60, a 25% discount off the MSRP (manufacturer’s suggested retail price) and will expect similar releases priced at 25% off. Manufacturers need to make a profit too and aggressive discounting drives down the perceived value of their products.

An MAP can be tricky for a manufacturer to establish as If not written properly, it could be construed as restraint of trade and vertical price fixing, both of which are illegal in the US. If you get time, read over the Internet Retailer article I linked above and, next week, I will discuss why MAP can be so hard to enforce.

Wednesday, December 11, 2019

How To Make a Profit


“Buy Low, Sell High.”

There you go, that, in the proverbial nutshell, is how you make a profit in the game business, actually in any business.  Or, paraphrasing something a friend of mine, Marcus King (late of Titan Games and Entertainment, more recently with Troll and Toad) repeats from a mentor of his years ago: “You make your profit when you buy and your cash when you sell.”  The lower for which you can produce or buy a product, the more money you make when you eventually sell it.  Simple, right?
Not completely.  The above is indeed the basic of pricing but there are a number of different strategies and tactics a  business can take with its pricing, depending on what sort of image it wishes to project.

First, and most basic, is cost pricing.  You take the cost of the product you purchase or make (hopefully low, see above), increase it by an amount sufficient to generate enough money to cover the business overhead and provide a profit that you consider sufficient and sell it for that price.  Fairly straightforward, though not necessary simple, as this method does require you to know your overhead costs and how to break them down in order to assign them to items for sale.  This also highlights a recurring problem game stores have with a price for their products set by the manufacturer (manufacturer’s suggested retail price or MSRP).  Since customers are notoriously reluctant (with good reason) to pay more than the marked MSRP for items, having a price pre-set by the manufacturer constrains the amount of gross profit the store can earn from the item,  ergo the only way for a retailer to increase profits is to cut costs.  This is why game stores really dislike short discounted items from manufacturers, as a shorter discount on a product that much less money available to cover the costs associated with running the store.

Demand based pricing and competitive pricing are the two other major strategies a game store can choose to adopt when setting prices.  Demand based pricing derives from economic laws of supply and demand:  As supply decreases, price increases.  As demand increases, price increases.  A perfect example of this is collectable card games such as Magic and Yu Gi Oh.  Within any new release of either, there are always 1 or 2 cards highly desired by players.  The price for these cards quickly rises, due to demand, with the prices for the foil versions of the same cards priced even higher, this however, due to scarcity/lack of supply.  If players find these cards not as playable as hoped for or they cycle out of the preferred tournament environment, supply remains the same but demand drops, causing a reduction in the price a retailer will find customers willing to pay for cards, Magic’s Jace the Mind Sculptor card a perfect example.

When a store opts for competitive pricing, it is a good thing from the consumer’s point of view, not so much from the retailer’s as this means you reduce price in order to either grow market share or meet prices offered by competition on the same products.  Typically a retailer will cut prices in order to attract customers drawn to a lower price.  Magic packs are a classic example in game stores.  Hoping to attract more customers, mainly the price conscious kinds, a retailer cuts the price on Magic boosters to $3.50, 12.5%.  Other stores in the area have three choices:  ignore the price cut and either sacrifice those price conscious customers or determine some other way to retain them, meet the price cut and sacrifice some profits to keep customers, or exceed the price cut to keep those customers and attempt to draw in price conscious customers from the competing store.  If you choose option three, expect the other store(s) to cut their prices to meet or beat yours and, next thing you know, you have a full-fledged price war on your hands.  Great for the consumer, really bad for the store as that money you are giving up from profits is money that would otherwise go into running your store.  Price wars are usually won by the store with the deepest pockets as lesser capitalized give up, though really, no store ever wins a price war (though it is rather good for manufacturers as long as it lasts and as long as no store goes out of business).

So, returning back to the beginning, stores make profits by buying a product as cheaply as possible, selling it for what the market will bear and competing as much as possible on things other than price.  Do that and you have a really good chance of staying in business.


Sunday, September 8, 2019

The $1200 Players Handbook


Every once in awhile (OK, more than once in awhile) I have to look at pricing on Amazon and eBay for various games and wonder “What are they thinking?”  Happened to be poking around on Amazon gauging prices of some out of print books and found a copy of the D&D Player’s Handbook listed for $1,249.50 plus $3.99 shipping. I would happily sell anyone who wants them all they want at that price and will throw in shipping AND insurance AND a set of dice for free.  I can only assume it comes from a seller that does not actually set their prices but has some form of dynamic pricing engaged and something caused a hiccup in it. I noticed something similar with WizKids X-Men  Mutant Revolution boardgame . A collection we received last year had a copy in it and while pricing out the collection, we found someone had it listed on Amazon at over $1000. Needless to say, we priced ours substantially less.

Saturday, March 30, 2019

Fixed and Variable Costs

You may still remember the concepts of fixed and variable costs from your Introduction to Accounting classes. Of course, if you manufacture anything, you have to concern yourself with them on a regular basis, otherwise you go out of business:

Variable costs--this is the cost of the material that goes directly into manufacturing and packaging product. They are called variable costs because the total amount varies based on how many units of a product you manufacture. Since a rough rule of thumb is that the costs of the materials in a product should amount to approximately 10% of the final selling price of a product, your variable costs approximate 10% of the selling price of a product. Since, for example, a copy of Munchkin Deluxe sells for $29.99, the cost of the pieces, tiles, box and everything else should approximate $3. This is the variable cost of a copy of Munchkin Deluxe. If you produce 1 copy, the variable cost is $3, 500 copies is $1500. The variable cost stays the same per unit no matter how many or few of the item you make.

Fixed costs--this is the cost of overhead to make the product. There are all sorts of costs a manufacturer has to consider when making a product. They have to pay for payroll, rent, insurance, shipping, utilities, advertising, equipment, supplies, etc. The cost of all these get lumped together into fixed costs. In brief, fixed costs get allocated to each unit of a product manufactured and get figured in when calculating the price. The more units produced, the more the fixed costs get spread out.  Using the Munchkin Deluxe example, say the fixed costs for Steve Jackson Games to cover all overhead are $500,000. If Steve Jackson Games produces only 1 copy of Munchkin Deluxe, the company has to allocate ALL of its fixed costs to that one game, meaning a single copy of Munchkin Deluxe has to sell for $500,003 to cover all of the company's costs to produce it. Now, while Munchkin Deluxe is a great game, it is not $500,003 great. If the company produces 500 copies, the fixed costs allocated to each copy drops to $1000, meaning each copy now has to sell for $1003 to cover all the costs, and that does not even include any profit. Better, but still not practical. Steve Jackson Games, realizing this, ramps up production to 100,000 copies, which drops the fixed cost per copy to $5. Adding on the variable cost of $3, each copy now has a cost allocated to it of $8, meaning that, at a $29.99 price point, each copy has a gross margin or gross profit of $21.99.

However, Steve Jackson Games does not get to keep all of that gross profit as they have to pay things such as taxes, interest, dividends and other expenses AND sell copies of Munchkin Deluxe to distribution and retailers at a reduced price off that $29.99 so that distributors and retailers can make a profit selling copies of the game as well. If Munchkin Deluxe continues to sell at the $29.99 price point, Steve Jackson Games, its distributors and retailers will keep selling at that price. If sales drop or production costs increase, driving up either fixed or variable costs, the price will have to change.

Tuesday, March 26, 2019

Opportunity Cost

Had a few people ask about marketing concepts such as pricing, product development and such so thought I would write some posts on the topic starting with the concept of opportunity cost.

Opportunity cost is the idea that whenever you buy something, either with money or some other means of exchange, you give up something. Generally whenever we make a decision, we have several options from which to choose. When we choose one option, we forgo the benefits we might have gained by choosing a different option. Let's see how this works through Magic cards

A Magic player comes into the store with $22, enough to make a $20 purchase plus tax. The customer comes in looking for a Nicol Bolas, The Ravager, which currently sells for $20 or for booster packs, which sell for $3.99 each. The customer now has the choice of either purchasing the Nicol Bolas, The Ravager card or 5 booster packs of Magic and must weigh the advantages and disadvantages of each choice. They can take the sure thing and purchase the card they want but forego the other 74 cards they could get by purchasing the booster packs, or they can purchase the booster packs and forgo the Nicol Bolas. Whichever one they do not choose is the opportunity cost they have foregone in order to make the other decision.

There are also non-monetary opportunity costs as well. You can choose to spend time cleaning the house or playing D&D with your friends.. If you choose D&D, you get to have fun with friends but put off the housecleaning until later, possibly getting someone mad at you if you had promised to do it. If you choose housecleaning, you get a clean house and avoid getting someone mad at you, but miss seeing your friends and have to listen enviously as they tell you later how much fun they had.

A third form of opportunity cost is delayed or immediate gratification. If I have $10, do I spend it on a set of dice now (immediate gratification) or save it  and apply it towards a larger purchase later, such as a copy of Gloomhaven (delayed gratification). In all of these cases, we want to make the chose that minimizes the forgone opportunity cost, which we generally do by minimizing the cognitive dissonance we feel about many decisions, a topic I will discuss in the next post.

Monday, February 18, 2019

No More MSRP on Magic

WOTC announced that, effective with War of the Spark, they will no longer set an MSRP on Magic product. What does this mean to you?

Well, a definition first. MSRP stands for Manufacturer's Suggested Retail Price. The is the price at which the manufacturer of a product recommends it sell at. Retailers, such as us, then purchase the product at a discount from that MSRP and then resell it, sometimes at MSRP and sometimes at less than MSRP. Sometimes, rarely, at more than MSRP.

Currently, the MSRP for a pack of Standard legal Magic the Gathering is $3.99. Retailers will often offer Magic at a discount from that price, say 3 packs for $10 or a booster box of 36 packs for $99.99, advertising the price as discounted "XX%" from MSRP. With the release of War of the Spark, there will no longer be a MSRP of $3.99 on the product so retailers will no longer be able to advertise it as discounted from a particular selling price. This will also mean less consistency in specific pricing. Since there is no longer an MSRP, stores will decide what price they for which will sell packs or boxes of Magic, meaning customers will probably see price increases passed along more frequently.  However, for the foreseeable future, customers should also expect to see prices hew pretty closely to the current $3.99 price point. However, if WOTC increases the cost of a pack or box of Magic, expect to see the price of the individual pack increase as well.

Tuesday, May 30, 2017

MAPP Part 2

This week's ICV2 column looks at the difficulty of enforcing a MAPP (Minimum Advertised Pricing Policy).

Thursday, May 25, 2017

Minimum Advertised Pricing

When you get a group of game retailers together, sooner or later the topic of MAP (minimum advertised pricing) and its enforcement, or lack thereof, will come up. For those not familiar with the term, Minimum Advertised Pricing is the term for a policy put in place by many, but not all, manufacturers stating that, in exchange for the manufacturer allowing the retailer to be an official reseller of the product, with any benefits and access to product that may entail, the retailer agrees to not advertise a discount of more than a certain amount on those products specified by the manufacturer. For example, both Mayfair Games and Games Workshop have MAP policies in place. If a store wants to have access to their products, either directly from the company or through approved distributors, the store must agree to become an authorized reseller and abide by company policies, one of which is a MAP of 20% for both companies. What this means, and it is much more important online than at a brick and mortar store since online retailers compete much more heavily on price, is that an authorized reseller of Mayfair Games or Games Workshop products cannot advertise their products for more than a 20% discount, i.e. an approved store selling Games Workshop products could not advertise a $50 boxed set for less than $40 or risk losing the ability to order products directly from Games Workshop at a larger discount than they get if buying GW product from other sources.

This is why MAP is often a sore point with many retailers since they see online retailers, especially, selling ostensibly MAP protected products at a greater discount than the MAP allows, apparently with no repercussions.  Someone will spot an online retailer selling a  MAP protected boardgame for less than the MAP, violating the policy, report it to the manufacturer and, as far as they can tell, see nothing happen. That is why this article in the May issue of Internet Retailer caught my eye ( I read Internet Retailer regularly, you can too and it is free at www.internetretailer.com).
Why do manufacturers even care about for how much stores sell their products? Price is part of the brand image.  Consider Nike. Nike routinely launches new shoes a prices between $100 to $200. If you have stores regularly selling a $100 shoe for $50, it becomes hard to convince consumers the shoe is worth over $100. Similarly, if a publisher prices a boardgame at $80 but has online stores selling it for $60, the customer starts seeing it as worth only $60, a 25% discount off the MSRP (manufacturer’s suggested retail price) and will expect similar releases priced at 25% off. Manufacturers need to make a profit too and aggressive discounting drives down the perceived value of their products.

An MAP can be tricky for a manufacturer to establish as If not written properly, it could be construed as restraint of trade and vertical price fixing, both of which are illegal in the US. If you get time, read over the Internet Retailer article I linked above and, in the future,I will discuss why MAP can be so hard to enforce.

Monday, May 22, 2017

MAP

This week's ICV2 column looks at the concept of Minimum Advertised Pricing

Sunday, May 7, 2017

Web Pricing

I have talked about web pricing and value before. This copy of Stratego illustrates exactly what I mean. This fantasy themed version of the game came out in 2008 and went out of print soon after. A Google search shows the game priced anywhere from $10.99 to $299.99 The only time a price you find on the web should be taken seriously is if you find a consensus of pricing on the item. If you find several people listing your copy of Stratego for $300 then you might be safe in pricing it that, but if an equal number price it closer to $30, then, if you want to sell it, setting your price closer  to that point is a much better decision.

Thursday, March 2, 2017

Yes, Gloomhaven is Worth That Much

In case you missed it, Gloomhaven released in verrrrry limited quantities about two weeks or so. The people who backed it on Kickstarter got their copies and then a fairly limited number of copies of the game made it into distribution with an allocation of less than 10%. Meaning that if you ordered 10 copies, a store could reasonably expect to get one.

Currently, unopened copies are selling online for anywhere from $250 to $500 for a game with an MSRP of $120. Are people getting ripped off? No, for two reasons:

Reason #1:  Supply and Demand. As noted above, there is a very limited number of copies of the game available for sale and the law of supply tells us that, when there is a restricted supply, the price increases, as long as there is sufficient demand to drive the price up.

Reason #2:  Nobody is making anyone buy Gloomhaven. The people paying the increased price are doing so because they feel owning the game is a better use of their money than doing other things with it. If you don't like the price, you don't have to buy the game.

Wednesday, February 15, 2017

What Is A Reasonable Price?

Just had a customer come into the store and  purchase a couple of books that he said he had seen online and in other stores but that he hadn’t wanted to buy them until he found them at a “reasonable price”. 
  Though of course I didn’t say it out loud, I thought, “Given the scarcity of these things, the price you found online was a reasonable price, just more than you wanted to pay.”

Most stores hear several times a month, if not weekly, “Wow, you have such and such.  I have been looking for this for a long time.”  Looks at the price. “Oh, well I was looking for this for a reasonable price.”

Most customers don’t realize that stores do set items at a reasonable price (after all, we are in business to sell stuff) but that price has to take into consideration both scarcity and demand.  There is a reason why the Dark Tower boardgame sells for $400 on Amazon and Advanced HeroQuest lists for around $200, while a Theros Thassa’s Bounty sells for a dime or less.  Dark Tower is scarce, Thassa’s Bounty much less so.  There are millions of Thassa’s Bounty cards in print, while no one is making any more Dark Tower or Advanced HeroQuest games (unless Games Workshop or whomever holds the copyright to Advanced HeroQuest decides to do another print run).  People who own copies of either AHQ or Dark Tower generally have a pretty good idea of the value of the game and won’t turn loose of it unless 1) they get what they consider a reasonable price for the game, 2) really need the money or 3) find something they want more. Generally stores get in these games under conditions 2 or 3, as purchasing a product #1 doesn’t leave much profit for the store.

The other major factor coming into play here is demand. There is demand out there for Thassa’s Bounty cards, plenty of demand, but nowise enough to absorb all of the cards that WOTC has put into print.  Conversely, there is demand out there for Advanced HeroQuest and Dark Tower, much more demand than the few copies available can satisfy, driving  the price of those few available copies way up beyond what most people consider “reasonable”.  

However, if you really want a copy of the game, either because it will fill out an empty spot in your collection or you have fond memories of it from your youth (which is what drove sales of the reprints of 1st and 2nd edition AD&D books WOTC release over the past year), $400 is a “reasonable price” to pay for Dark Tower, especially a working copy of the game (our last copy only worked sporadically and sold for $250).


If you remember your Econ 101, what we have here are perfect illustrations of the supply curve and the demand curve. The supply curve says that, as supply increases, price decreases, while the demand curve illustrates that, as demand increases, price increases and where the two intersect is your “reasonable” price”.

Thursday, September 15, 2016

FFG Games Prices

Got curious to see how the announced end of the licensing arrangement between FFG and Games Workshop affecting pricing of the affected games. So far, not much. Copies of Talisman, Warhammer Quest and Warhammer Conquest are still readily available and the price has stayed pretty stable at around list price or a bit below on those as are prices on the Warhammer 40,000 and Warhammer Fantasy role playing games, though a couple of out of print supplements for Talisman and the Warhammer RPG have tripled in price.

The games in the line that have seen significant price increases are Chaos in the Old World and Fury of Dracula. Chaos in the Old World has sold for around double its list price of $59.99 for a shinkwrapped copy while some online shops list  Fury of Dracula for anywhere from double to 5 times its current MSRP. While snagging a copy of Chaos at that price might be worth it if you really want it, since I doubt FFG will reprint it before the license expires, if you want a copy of Fury of Dracula, you should probably put in a pre-order at your FLGS as FFG has indicated at least one more printing will arrive prior to the reversion of the license to GW.